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Paramander (Paladin Substitution Levels)D&D 3e (3.0/3.5) Rulesby Clive SquireParamanders are warriors who have devoted themselves to the cause of good through the application of constructive magic, as taught by the Mighty Hand, Solinari. In exchange for total service, the Mighty Hand empowers the holy warrior, granting him the ability to cast arcane spells. At higher levels, all Paramanders are required to enter the Order of the White Robes. RequirementsTo take a Paramander substitution level, a character must be about to take his 2nd, 4th, and 6th level of paladin. Class SkillsThe Paramander substitution levels have the class skills as the paladin class plus the following: Decipher Script (Int), Knowledge (arcana) and Spellcraft (Int) Class FeaturesAll of the following are features of the Paramander substitution levels. This replaces the standard paladin class feature of lay on hands. Spells: Each time a Paramander substitution level is taken, the Paramander gains access to arcane spells, which he can select from the wizard spell list, although he is forbidden from taken spells with an alignment descriptor opposed to his own alignment. This ability functions exactly as the Spellcasting ability of the Clerist (see page 68 of the Knightly Orders of Ansalon), except as noted.
This replaces the standard paladin class feature of spellcasting. A Paramander never gains the normal divine spells of a paladin. Armored Mage (Ex): The Paramander is better able to cast arcane spells whilst in armour than most other characters. The Paramander reduces the arcane spell failure chance of any armour by –10%. This replaces the standard paladin class feature of turn undead. The Paramander never gains the turn undead ability. Break Enchantment (Sp): The Paramander can produce a break enchantment effect, as the spell, once per week. He can use this ability one additional time per week for every three levels after 6th level he attains (2/week at 9th level, 3/week at 12th level and so on). This replaces the standard paladin class feature of remove disease. The Paramander who selects this substitution level never gains the remove disease ability. Multi-Classing Note: A paladin (Paramander) can free multi-class as a wizard without losing the ability to take additional levels in paladin. A paladin (Paramander) that gains 3rd level spells must take his Test and join one of the Orders of High Sorcery. He must still remain lawful good in order to retain his paladin abilities. A multi-classed paladin that that has levels in wizard but has not reached 4th level as a paladin gains no benefit to arcane spellcasting until he has reached 4th level as a paladin and taken the 4th level Paramander substitution level.
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Palanthas